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Clans of Caledonia: Industria

Expansion for Clans of Caledonia

Clans of Caledonia: Industria Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
  • New Concepts
    • 4.1 Waterfall Space
    • 4.2 Having 2 Units on the same Space
    • 4.3 Units triggering Deployment Bonuses
    • 4.4 Moving Units on the Game Map
    • 4.5 Order of Bonuses
    • 4.6 Deployed Workers
    • 4.7 Take Merchants back
  • Modules
    • 5.1 Export Contract Refill Board
    • 5.2 Award Tiles
    • 5.3 Farmers Markets
      • 5.3.1 Setup
      • 5.3.2 Passing Bonus Overlay
      • 5.3.3 Gameplay
    • 5.4 Train Module
      • 5.4.1 Setup
      • 5.4.2 Train Action
      • 5.4.3 Milestone Action
      • 5.4.4 Train Preparation Phase
      • 5.4.5 Final Scoring
  • Solo Game
    • 6.1 Award Scoring
    • 6.2 Train Map
  • Variants
    • 7.1 Variable Starting Market Prices
    • 7.2 Alternative Export and Settlement Scoring in a 2 Player Game
      • 7.2.1 Export Scoring
      • 7.2.2 Settlement Scoring
    • 7.3 Using Milestones without the full Train Module
      • 7.3.1 Using Milestones without the Train module
      • 7.3.2 Using Milestones with a simplified Train Module
    • 7.4 Clan Auction Variants
  • Appendix
    • 8.1 Awards
    • 8.2 Milestones
    • 8.3 Delivery Bonuses
    • 8.4 Port Bonus Tiles
    • 8.5 Scoring Tiles
    • 8.6 Clans
      • Clan Douglas
      • Clan Fraser
      • Clan Gordon
      • Clan MacFarlane
      • Clan MacGregor
      • Clan Mackintosh
      • Clan MacLeod
  • Iconography
  • Automa Rulebook
    • 1. Automa Components
    • Introduction
    • 2. Setup
    • 3. Preparation Phase (Rounds 2 to 5)
    • 4. Action Phase
      • 4.1 Claim a Port Bonus
      • 4.2 Action Cards and Support Cards
      • 4.3 Action Icons
    • 5. Production Phase
    • 6. Scoring Phase
    • 7. Final Scoring
    • 8. Expansion Modules

Game Components

Cardboard

  • 16 Milestone tiles
  • 9 Clan tiles
  • 4 Map modules
  • 1 Train map
  • 39 Demand tiles
  • 24 Delivery bonus tiles
  • 7 Starting tiles
  • 1 Passing bonus overlay tile
  • 9 Port bonus tiles
  • 2 Port overlay tiles
  • 9 Scoring tiles
  • 9 Award tiles
  • 9 Farmers market tiles
  • 1 Export contract refill board
  • 12 £20 coins
  • 6 Goods tiles

Wooden tokens

  • Goods tokens: 6 Milk, 6 Wool, 6 Cheese, 6 Grain, 6 Bread, 6 Whisky
  • Clan components in the 4 player colours: 4 Trains, 4 Mini-trains, 16 Milestones, 4 Train stations

Miscellaneous

  • Scoresheet pad
  • 4 Player aids
  • Rulebook
  • Automa components (listed in the Automa rulebook): 22 Automa action cards, 10 Automa player aid cards, 4 Milestone cards, 9 Award cards, 1 Automa rulebook

Setup

The respective modules and variants explain their setup changes in detail. The backside of the expansion player aids serves as a reminder for the general setup steps assuming you play with all modules. This is a short list of the steps:

  1. Pairs of Clan & Starting tiles (Number of Players + 1)
  2. 5 Scoring tiles
  3. 4 Port tiles
  4. 1 Award tile (Expansion Module)
  5. Fill the Export contract refill board (Expansion Module)
  6. Prepare the Export contracts
  7. Place the Port tiles in the 4 corners of the map
  8. Place the Passing bonus overlay tile for the Farmers markets (Expansion Module)
  9. Prepare the Train map including Delivery bonus tiles, Demand tiles, Milestones, Milestone markers and Train stations (Expansion Module)
  10. Adjust Market prices (Expansion Variant)
  11. Deal 1 Farmers market to each player and place them in reverse turn order (Expansion Module)
  12. Clan drafting
  13. Starting workers
  14. Placement of Trains (Expansion Module)

New Concepts

Many of the new Clans, Scoring tiles, Port tiles and other tiles introduce completely new bonuses. Some of these new bonuses refer to new concepts described in the following.

4.1 Waterfall Space

Some spaces in the new map modules have rivers starting from a waterfall in a mountain rather than from a loch as in the base game. The river originates at the cross-section of the three spaces' outlines.

Example: Space A (mountain with waterfall) is considered neighbouring to both other spaces for all purposes, but space A is not along the river. Spaces B and C are both along the river and adjacent (but not neighbouring) to each other as normal. If a player has units on all 3 spaces, then these are part of the same settlement.

4.2 Having 2 Units on the same Space

Several effects in Industria allow you to deploy 1 unit on a space that already contains another unit.

General rules:

  • When deploying 1 unit on a space with another unit, don't pay the land cost.
  • A player can never have more than 2 units on one space.
  • 2 units on the same space are considered neighbouring.
  • Each unit counts individually for relevant Scoring tiles and Milestones.
  • 1 unit can be removed (via slaughtering, Delivery bonuses etc.) without removing the other.
  • Otherwise, treat these extra units as you would in the base game for production and Neighbourhood bonuses.

4.3 Units triggering Deployment Bonuses

There are many new ways to deploy units on the game board in this expansion.

Whenever you deploy a unit from your player board onto the game map during your turn in the Action Phase, that unit may trigger a Neighbourhood bonus/Farmers market and Building bonus regardless of how it was deployed (i.e. Expand action, Export contract bonus, Port bonus, Delivery bonus, etc.).

Errata: As a permanent change to the base game, the above rule permits the Port tile 7 bonus to trigger a Neighbourhood Bonus/Farmers market as well.

4.4 Moving Units on the Game Map

Several effects in Industria allow you to move a unit from one space to another on the map. The terrain of the new space must match the required terrain of the unit being moved. Workers are considered the same type and can be moved to any space with forests or mountains (likewise, Clan MacDonald workers may be moved to and from loch spaces).

Reminder: Income from Workers is based on your player board regardless of where Workers are currently placed on the map.

When moving, you do not pay the land cost for the new space. You do not trigger the Neighbourhood bonus, Farmers market, nor Building bonus. If moving across rivers or lochs, you must have the respective Shipping level.

4.5 Order of Bonuses

The Neighbourhood bonus, Farmers market and Building bonus can be used in any order during a turn. However, all these bonuses can only be used after the Expand action has been fully resolved. An Expand action is fully resolved once the unit has been deployed on the map, and any land and unit costs have been paid. If there are any related special bonuses for the Expand action (e.g. Clan Sinclair's bonus upgrade), these need to be taken/forfeited before using the Neighbourhood bonus, Farmers market and/or Building bonus.

4.6 Deployed Workers

Once Workers are deployed, they are considered the same for all Scoring tiles, Milestones, Port bonuses and Delivery bonus tiles.

4.7 Take Merchants back

When gaining a Bonus upgrade through any means, you may alternatively take one of your Merchants back from the Market into your stock instead of hiring a new one. This rule already exists in the base game, and this is a reminder because the expansion offers many more ways to gain Bonus upgrades.

Modules

5.1 Export Contract Refill Board

The Export contract refill board allows players to know which Export contracts will come next, helping them plan ahead more effectively.

During setup, place the Export contract refill board next to the Export board and fill each spot with a face-up Export contract from the draw pile.

During the Preparation Phase, when refilling the Export board, take Export contracts from left to right from the Export contract refill board instead of the Export contract draw pile.

If a player gains the Building bonus, they take the 3 (or 6 for Clan Buchanan) leftmost Export contracts from the Export contract refill board instead of drawing from the Export contract draw pile.

Every time Export contracts are taken from the Export contract refill board, slide all remaining Export contracts to the left and refill the empty boxes with Export contracts from the draw pile.

5.2 Award Tiles

Award tiles give players specific goals and are scored during final scoring (when you also perform the Settlement and Export scoring).

During setup, draw 1 random Award tile and place it (with the icons for your player count face up) below the 5th Scoring tile.

At the end of the game, the player who best meets the Award's criteria scores 12 VP (8 VP in a 2-player game), and the second-best player scores 6 VP (0 VP in a 2-player game). Tied players share the points the same way as in the Export scoring.

5.3 Farmers Markets

Farmers markets alter the game map by blocking off spaces and providing opportunities for players to sell Goods at a higher price. This price bonus is equivalent to the Neighbourhood bonus.

There are 9 Farmers market tiles: 1 for each pair of Basic good and Processed good. The backside of the tiles serves as a reminder that you can trade up to 4 goods to gain +£2 / +£3 per good traded (see 5.3.3 Gameplay).

5.3.1 Setup

During setup, before drafting Clans, deal 1 Farmers market to each player.

In reverse turn order, each player places their Farmers market according to the following restrictions:

  • It must be placed on a land space.
  • This space must have at least 3 neighbouring land spaces.
  • There must be at least 2 spaces between it and any other Farmers markets.

Notes: If you use the auction for Clans & turn order, then place the Farmers market in reverse auction order instead. We recommend not overthinking this decision in your first few games and just placing the tiles in accessible areas with many neighbouring spaces.

5.3.2 Passing Bonus Overlay

When playing with Farmers markets, place the Passing bonus overlay tile (with your player count face up) so that it covers the matching area on the Export board. Its Passing bonuses are £4 lower than usual.

5.3.3 Gameplay

You cannot deploy units on spaces containing a Farmers market.

Whenever you expand to a space neighbouring a Farmers market, you may immediately sell up to 4 Goods of a single type shown on the Farmers market tile that is not already covered:

  1. Pay any land and unit costs before using the Farmers market.
  2. Place up to 4 Merchants on the Market board for the Good you want to sell.
  3. Gain the Market value of this Good plus £2 for each Basic good sold, or plus £3 for each Processed good sold. Then, move the Price marker as normal.
  4. Place one of the Goods sold onto the corresponding icon on the Farmers market tile.
  5. When both icons on a Farmers market are covered, the tile is immediately removed and returned to the box (the Goods used to cover the icons on the tile are discarded). Players can now expand onto this space normally.

Notes: Farmers markets can only be used during your turn in the Action Phase (not, for example, when deploying starting Workers). Special unit placements that don't trigger Neighbourhood bonuses also do not trigger Farmers markets.

5.4 Train Module

This module introduces a new map on which players move their Train to deliver Goods to Towns and Cities, gaining unique bonuses. Players also compete to achieve Milestones that give VP and unlock new areas of the map.

5.4.1 Setup

Train Map

The map contains 12 locations (10 Towns and 2 Cities) and 2 Tunnels.

Overview (numbers as referenced in the setup steps below)

  1. Demand tiles refill area
  2. Tunnel
  3. Milestone tile
  4. City
  5. Milestone marker
  6. Train
  7. Demand tile
  8. Town
  9. Delivery bonus tile
  10. Delivery track

Setup Procedure (3- and 4-player Game)

The setup for a 2-player game is explained later in the section 5.4.6 Adjusted Setup for 2-Player Game.

During setup, before drafting Clans:

  1. Use the side of the map showing the 3/4-player icon in the bottom left corner.
  2. Shuffle each type of tile and place them face down in separate piles. a. Draw and place 1 Delivery bonus tile (9) on its designated spot (1 for each City and 1 for each Town). b. Draw and place 1 Milestone tile (3) on its designated spot (1 for each City and 1 for each Tunnel). c. Draw and place 1 Demand tile (7) on its designated spot (1 for each City and 1 for each pair of Towns). d. Place a face-down pile of Demand tiles next to the Demand tiles refill area (1). e. Draw and place 4 (for a 4-player game) or 3 (for a 3-player game) Demand tiles face up on the Demand tiles refill area (1).
  3. Each player places their 4 Milestone markers on the first 4 spots of the Delivery track and their Train station on the last spot (10).

At the end of setup after placing the first Workers, in reverse turn order, each player places their Train on a Town of their choice. You cannot place your Train in the same Town as another player during this initial placement.

Note: As you need to move your Train before delivering, you should not place your Train in a location where you want to make your first delivery!

5.4.2 Train Action

Once per round, you may move your Train on the Train map and deliver Goods for a bonus.

As an action, move your Train 1 or 2 locations (cities and/or towns). Your Train moves using the railway tracks from one location to an adjacent location. You cannot pass through locked railway tracks unless you've unlocked them by claiming the corresponding Milestone. You may not end your movement at the location where you started.

If you move through or end your movement in a location containing other players' Trains, you must pay these players £3. If you don't have enough money, you cannot move through or end your movement in these locations.

You must deliver Goods to the location where you ended your movement. In other words, you are not allowed to move to a location where you cannot deliver Goods.

Once you've made a delivery, tilt your Train on its side so that it is lying flat on the Train map. This Train is now exhausted and cannot be used again this round.

Delivery Bonus

When delivering Goods to a location, pay the Goods matching all those on the Demand tile of this location. Immediately gain or forfeit the Delivery bonus of this location. You may gain all, part, or none of the bonus as you wish; however, if a bonus shows an additional cost, you must pay that cost to gain the bonus. Finally, take your leftmost marker from the Delivery track (either a Milestone marker or Train station) and put it next to your player board for now.

City

Once unlocked for you, a City works like a regular Town: you can pass through it, or stop on it and deliver Goods.

When delivering to a City, gain 2 Glory in addition to the Delivery bonus.

Train Station

After completing your 5th delivery of the game, you must immediately place your Train station before or after resolving the Delivery bonus tile. Your Train station may be placed on any land space of the game map that meets all of the following conditions:

  • It is within your reach.
  • It contains at least 1 unit from another player.
  • It does not contain a Train station yet.
  • It is not adjacent to another space with a Train station.

Note: In the unlikely event that no spaces on the board meet all 4 conditions, discard your Train station back to the box.

Placing your Train station doesn't cost anything and triggers neither the Neighbourhood bonus nor the Farmers market.

If your Train station is placed on the game map it counts as 1 of your units for all purposes.

If the other player's last unit is removed from the space of the Train station, your Train station remains where it is, and the space is considered to be yours only.

5.4.3 Milestone Action

Every time you make a delivery, you unlock one of your Milestone markers. If you have an unlocked Milestone marker in your stock, you can use an action to claim a Milestone.

You can only claim a Milestone if you satisfy its condition and haven't claimed it yet.

Place your Milestone marker on the highest scoring spot still available. This Tunnel or City is now unlocked for you. If you unlock a Tunnel, it means you can move through it from now on. If you unlock a City, it means you can move through or end your move there from now on.

Tunnel

Tunnels connect 2 Towns on opposite sides of the Train map. Moving from a Town to another Town through a Tunnel counts as moving 1 location.

When using a Tunnel during your Train action, you gain an additional Action after you complete your Train action.

5.4.4 Train Preparation Phase

During the Preparation Phase (except for the first round):

  1. Discard the Demand tiles that have been used last round (those with a tilted Train next to it).
  2. Replenish the Demand tiles. Starting with Cities, then Towns, place the leftmost Demand tile from the Demand tile refill area into the empty Demand spot with the lowest number (the numbers are increasing from left to right).
  3. Slide any remaining tiles from the Demand tile refill area to the left, then refill the empty spots from left to right drawing from the Demand tile pile.
  4. Place all Trains upright to show they can be used again this round.

5.4.5 Final Scoring

Delivery Track

Count the empty spots on your Delivery track to see how many deliveries you made during the game. Score 2/5/9/14/20 VP for 1/2/3/4/5 deliveries.

Milestones

Score VP for each Milestone you placed during the game. Score 8/4/2/0 VP for being 1st/2nd/3rd/4th to claim a Milestone.

5.4.6 Adjusted Setup for 2-Player Game

Train Map

Use the side of the Train map showing the 2-player icon in the bottom left corner. There are only 2 spots in the Milestone areas awarding 6/2 VP for 1st/2nd.

Mini-Train

Each player uses the Mini-train of their player colour in addition to their (normal) Train.

When players place their Trains during setup, the 2nd player in turn order starts and places either their Train or their Mini-train on a Town. Then, the 1st player in turn order places either their Train or their Mini-train on a Town. Then, the 2nd player can place their remaining Train. Finally, the 1st player places their remaining Train. No Trains can be placed on the same Town as another Train.

Train Action

Every time you take a Train action, you must also move your Mini-train. You may move your Train and Mini-train in either order. The Mini-train doesn't make deliveries, and only the bigger Train is tilted to indicate it has been used.

Interaction rules when moving your own Train or Mini-train:

  • Your Train and Mini-train may not end their movement in your other Train's location.
  • You don't have to pay when your own Trains meet each other.
  • When either of your Trains move, you must pay your opponent £3 for each of their Trains your Train meets during its movement. You have to pay your opponent before resolving any delivery. If you cannot fully pay the cost to your opponent, you cannot move through or end your movement in those locations.

Solo Game

This section refers to the solo variant ("Beat Your Own Score") included in the base game. The solo rules included in the base game are designed for minimal handling and shorter playtime making it ideal for learning the game.

In contrast, the Automa simulates a real player creating a more interactive multiplayer experience. However, it involves additional rules and requires more player management. For detailed Automa rules, please refer to the separate rulebook (reproduced in the Automa Rulebook section of this file).

6.1 Award Scoring

The way you score the Awards in solo play is altered. During setup you draw one Award card from the Automa components (instead of an Award tile) and place it below the 5th Scoring tile.

The goals on the cards are identical to the multiplayer Award tiles (check Appendix for clarification). Instead of an opponent, you compare how much of the goal you've achieved against the card to score 4 VP, 0 VP, or even lose 4 VP.

6.2 Train Map

The Train map can be used for the solo variant of the base game.

Setup

Use the side of the Train map for 2 players. Take the 4 Milestone cards from the Automa components and place them on the matching Milestone areas of the Train map to cover the Milestone VP depicted there.

Delivery

After delivering to a location (and gaining its Delivery bonus), discard its Delivery bonus tile. Hence, you can deliver to each location only once per game.

You score 10/8/6/4/2 VP for claiming a Milestone in round 1/2/3/4/5. This way, you're rewarded for claiming a Milestone in earlier rounds without actually competing with anyone for the Milestones.

Final Scoring

Deduct 30 VP from your final score if you played with the Train map.

Variants

7.1 Variable Starting Market Prices

This variant makes Market prices start at variable values.

During setup, after placing the Price markers on the Market board, roll the price dice for each type of Good. Based on the roll:

  • +1 or –1, leave the Price marker on its usual spot
  • +2 or +3, move the Price marker up one spot
  • –2 or –3, move the Price marker down one spot

7.2 Alternative Export and Settlement Scoring in a 2 Player Game

The following 2 scoring methods encourage competition by allowing players to stay competitive in Export and Settlement scoring even if one player has a significant lead.

7.2.1 Export Scoring

The player who fulfilled the most Export contracts gains 8 VP as normal.

The second player gains 4 VP if they fulfilled exactly one Export contract less, and 0 VP otherwise. In case of a tie, both players gain 4 VP as normal.

7.2.2 Settlement Scoring

The player with the most connected Settlements gains 12 VP as normal.

The second player gains 6 VP if they have 1 or 2 fewer connected Settlements, and 0 VP otherwise. In case of a tie, both players get 6 VP as normal.

7.3 Using Milestones without the full Train Module

These variants allow players to add competition for Milestone scoring without adding the full complexity of the Train module.

As normal, place 4 Milestone tiles on the Train board during setup and score them at the end of the game (see 5.4.5 Final Scoring).

In both of the following variants, Delivery bonus tiles, Trains and Train stations are removed from the game.

7.3.1 Using Milestones without the Train module

  • Each player places their 4 Milestone markers next to their player board.
  • Players may take an action to pay £5 to claim a Milestone.

7.3.2 Using Milestones with a simplified Train Module

  • Each player places 1 of their Milestone markers next to the Scoring tiles for rounds 1-4 each.
  • Use the 3/4 player side of the Train map.
  • Place 1 Demand tile next to each Milestone during setup and place 4 Demand tiles face up on the Demand tile refill track.
  • In order to claim a Milestone you need to deliver the Goods depicted on the Demand tile next to it. You then gain £15, take your Milestone marker next to the current round Scoring tile (or an earlier Round) and place it on the claimed Milestone.
  • During the Preparation Phase (except for the first round), replace all Demand tiles with tiles from the Demand tile refill track and replenish the refill track as normal.

7.4 Clan Auction Variants

In addition to the clan auction featured in the base game, you can explore additional variants at karma-games.com/clans-variants.

Appendix

8.1 Awards

  1. Most units on the game board
  2. Most import Goods of one type Example: In a 2-player game, Blue has 9 Cotton, Red has 11 Sugar canes. Red gains 8 VP, Blue 0 VP.
  3. Most Glory
  4. Most money in stock
  5. Most units in a single Settlement
  6. Most Basic goods in stock
  7. Most Processed goods in stock
  8. Most units along rivers
  9. Most units next to lochs (units on loch spaces also count toward this goal)

8.2 Milestones

Note: All conditions mentioned are minimum conditions.

  1. 6 imported Goods of 1 type on fulfilled Export contracts
  2. 3 Port tiles claimed
  3. Any combination of 5 factories deployed (Cheese dairies, Bakeries and/or Distilleries)
  4. 7 Basic goods in stock
  5. All Workers deployed
  6. 7 Upgrades Reminder: Tech upgrades count as 1 each.
  7. 2 triangles of 3 spaces with your units in 2 different Settlements
  8. 2 types of non-Worker units of which 3 units each are deployed
  9. One of each type of unit deployed (all Workers deployed are considered one type, see 4.6)
  10. 15 units deployed
  11. A Settlement with 6 units
  12. 8 units along rivers
  13. 5 spaces with your units in a straight line
  14. 2 fulfilled Export contracts with at least 3 hops each
  15. 5 types of exported Goods and/or Meats on fulfilled Export contracts
  16. 2 fulfilled Export contracts with no Direct export bonuses

8.3 Delivery Bonuses

If there are multiple bonuses on a tile, you may take them in any order. If there is a cost, you must pay the cost before gaining the benefit.

  1. Gain £10 and up to 2 adjacent free spaces.
  2. Expand by placing 1 Field without paying the unit cost (pay only the land cost).
  3. Gain £15, a bonus action, and place a city tile on an empty land space in your reach, which is now blocked for the game. Use the backside of an unused Port tile as the city tile.
  4. Skip any 2 spaces to expand by placing a non-Field unit without paying its cost (pay only the land cost). Gain an Upgrade. This cannot be combined with any shipping reach.
  5. Return 3 Upgrades to gain 2 Processed goods and 2 Basic goods (you can't return a Merchant from the Market). Flipping a Tech upgrade counts as 1 return but gives no money.
  6. Move 2 different Price markers one step each and gain £15.
  7. Return a Distillery to your player board and pay £5 to gain one of each Good.
  8. Discard the top Export contract from your Export box to take one from the Export board without paying/gaining money. Gain 1 Processed and 1 Basic good.
  9. Return a Cheese dairy, Bakery, or Distillery to your player board to gain 2 of each Basic good.
  10. Immediately process up to 4 Basic goods (no factories needed). * Clan Fraser may process Wool into Kilts if there's space on its tile.
  11. Gain 1 Processed good and a bonus action. During it, you may place one of your unused Port markers next to any Port tile you haven't claimed yet (even out of reach) and gain its bonus.
  12. Return 1 animal to your player board and gain £25.
  13. Discard 2 Whiskies to gain £40.
  14. Gain £10 and move any 1 of your units to an adjacent space twice (same or different units). See 4.4 Moving Units on the Game Map.
  15. Gain 1 Processed good, 1 free space and a bonus action.
  16. Gain £15, and you may take an Export contract (at normal cost). If you already have one or a pile, place the new Export contract on top of it. You must fulfil the top Export contract first. Clan Buchanan can put 1 Export contract on each of their 2 Export boxes using this bonus.

Delivery bonus 20, 21, and 22 count as regular Trade actions. Clan Stewart and Clan Douglas gain their usual benefit, and Port bonus tile 6 applies.

Delivery bonus 22, 23, and 24 count as Fulfil an Export Contract actions. Clan Buchanan may fulfil 2 Export contracts as normal, but may apply the delivery bonus to only 1.

8.4 Port Bonus Tiles

  1. Ignore 1 required Processed good when fulfilling an Export contract.
  2. Deploy an animal for free on the same space as another of your animals.
  3. Exchange 1 of your Cheese dairies, Bakeries, or Distilleries on the map with 1 of your Fields from your player board for free.
  4. Either pay £10 to gain 2 Tech upgrades, or gain 4 Glory.
  5. Discard 4 Processed goods to gain £50.
  6. If you have at least 1 Export contract fulfilled, gain 3 Merchant upgrades. As with the Bonus upgrade, you can take a Merchant back from the Market instead of hiring a new one.
  7. Without Train: 2x: Move any 1 of your units to an adjacent space (same or different units). See 4.4 Moving Units on the Game Map. With Train: Pay 1 less Processed good or 2 less Basic goods when making a Train delivery.
  8. Without Train: Deploy a Cheese dairy, Bakery or Distillery for free (pay only the land cost). With Train: Take your leftmost marker from the Delivery track. If this is your Train station, you must place it immediately (see Train Station in 5.4.2).
  9. Pay £25 to fulfil an Export contract without paying any Goods or Meat.

Note: Port bonus tiles 16 and 17 each provide alternate options when playing with the Train module vs. not. Use the bottom bonus when playing with the Train module; otherwise, use the top. Use a Port overlay tile to cover the half that is not available for your particular game.

8.5 Scoring Tiles

  1. Gain 4 Glory per pair of your animals on neighbouring spaces (or on the same space). The animals can be of different types.
  2. Gain 2 Glory for each of your Merchants on the Market board.
  3. Gain 3 Glory per different type of Good you have in your stock.
  4. Gain 3 Glory per pair of your neighbouring units that form a production chain (i.e. Cow + Cheese dairy, Field + Bakery, Field + Distillery, or Sheep + Kilt maker). 1 Field produces 2 Grain, so it can be used for 2 pairs (or even 3 pairs for Clan Gordon).
  5. Gain 3 Glory for every 2 of your units on spaces on or adjacent to the central loch. The units themselves do not have to be adjacent to one another.
  6. Gain 2 Glory for each of your units on a land space that's not adjacent to any loch space.
  7. Gain 3 Glory for every different type of units you have in a single Settlement.
  8. Gain 4 Glory for every pair of your adjacent units of the same type on spaces separated by a river.
  9. Gain 3 Glory for every Settlement of exactly 2 units.

8.6 Clans

Clan names below are taken from the clan descriptions in the body text; the headings themselves are artwork in the source.

Clan Douglas

As one of Scotland's most powerful medieval clans, Clan Douglas was deeply involved in trade, commerce, and the distribution of goods. You specialise in bulk trading.

At the start of the game, return 1 of your starting Merchants to the box.

Bulk Trading: Each of your Merchants can trade up to 2 Goods of the same type in a single transaction. When placing a Merchant, adjust the Price marker based on the number of Merchants placed, not the number of Goods traded. Whenever you buy or sell a type of Good, gain £2 per pair of Goods traded (when buying, you receive the money after paying for the Goods).

Example: You want to buy 3 units of Whisky at the price of £10. You place 2 Merchants on the Market board. Then, you pay £30 for the 3 units as normal but increase the Price marker only 2 steps (one per Merchant used). You now gain £2 for one pair of the Whisky you bought.

Neighbourhood bonus: You can buy up to 4 Goods through the Neighbourhood bonus, regardless of player count.

Strategy: Exploit the Neighbourhood bonus and Farmers markets to maximise your profits.

Clan Fraser

Clan Fraser's territories provided access to wool and waterways, supporting textile production and economic activity in northeast Scotland. As mechanised textile production advances, imported cotton begins to replace traditional wool and linen in fabric production resulting in an excess of wool.

Kiltmakers: Treat up to 2 of your Workers (each neighbouring a different Sheep) as Kiltmakers. Production Phase: Each Kiltmaker can process 1 Wool into 1 Kilt in addition to generating money as normal. To represent this, place a Wool from your stock onto your Clan tile—this now counts as a Kilt and is no longer considered Wool. You may have a maximum of 2 Kilts at any time.

Versatile Processed Goods: During the Action Phase, you may use a Kilt as if it were any type of Processed good (e.g., Cheese, Whisky, or Bread). When discarding a Kilt, return the Wool from your Clan tile to the common stock (not your personal stock).

Scoring Benefits: Kilts count as a unique Processed good for all scoring purposes (Scoring tiles, Milestones, Awards, etc.). A Kiltmaker and their neighbouring Sheep form a production chain, making them eligible for Scoring tile 13. Kiltmakers still count as Workers, not factories, for all game effects.

Cotton Imports Bonus: Whenever your total imported Cotton reaches or surpasses a multiple of 4, gain 2 Wool.

Strategy: Prioritise early Export contracts involving Cotton to trigger Wool bonuses.

Clan Gordon

Clan Gordon's ancestral lands in Aberdeenshire were a hub for agricultural advancements during the Industrial Revolution. Innovations like the threshing machine and James F. Gordon's combined reaper-binder revolutionised grain production, enhancing efficiency and productivity.

Your Fields have a cost of £15 instead of £18 and produce 1 extra Grain during the Production Phase.

Silos: On your Clan board, you have 3 spots for Grain, called Silos. Each Silo can hold up to 1 Grain. During the Production Phase, you can place Grain you just produced on any of your empty Silos. As an Action, you may discard 1 Grain from one of your Silos to gain the following bonuses:

  • Silo 1: gain a free space.
  • Silo 2: gain a Bonus upgrade.
  • Silo 3: gain 1 Wool or 1 Milk.

Grain in your Silos counts as being in your stock. You may remove Grain from your Silo at any time and place it back in your regular stock as a free action.

Strategy: Prioritise Grain production to fuel your Silos and invest in factories.

Clan MacFarlane

Clan MacFarlane's lands near Loch Lomond connected to the Forth and Clyde Canal facilitating trade and industry in the western Highlands.

You start with river-crossing and 2 Merchant upgrades.

Canals (a special type of reach): All spaces along a river that you have a unit adjacent to are considered within your reach (for expanding and connecting Settlements). When you deploy a unit along a river, you may trigger the Neighbourhood bonus and/or Farmers market for each respective player unit/tile along the same river. Your special reach along rivers does not extend to waterfall spaces (where the river originates in a mountain).

Your Canal abilities require your Shipping to be at least river-crossing or higher (Delivery bonus tile 5 can reduce your number of Upgrades).

Note: Your Canal reach does not combine with your Shipping reach across lochs.

Example: You have a Cow (A) along the river. You may deploy a Bakery (B) due to your Canal reach. Also, deploying the Bakery triggers both a Neighbourhood bonus with your opponent's Cheese dairy (C) and a Farmer's market (D), as both are also along the same river. You may take advantage of both bonus trades in either order you wish!

Strategy: Deploy your starting Workers along the longest rivers and take advantage of Neighbourhood bonuses and Farmers markets as often as possible.

Clan MacGregor

With a strong historical presence in grazing regions, Clan MacGregor relied on agriculture and animal husbandry in the Scottish Highlands.

You start with river-crossing.

Herds: A herd consists of 2 or more of your Sheep on adjacent spaces. However, 2 Sheep on the same space do not form a herd.

Grazing Action (a special type of Expand action):

  1. Deploy a unit: Deploy any non-animal unit on the same space as a Sheep that is part of a herd. You do not pay the land cost. You may not deploy a unit to a Sheep space if that space already has 2 units on it.
  2. Move the Sheep: Move this Sheep to any unoccupied grassland space adjacent to another Sheep in the same herd. You do not pay the land cost for this movement. You may cross rivers if your Shipping level is at least river-crossing (Delivery bonus tile 5 can reduce your number of Upgrades).

Restriction: If you cannot move the Sheep to a legal space in step 2, you cannot perform the Grazing action.

Note: The Neighbourhood bonus/Farmers market is triggered only by the unit being deployed, not by the units being moved.

Sheep Selling Bonus: At the end of the Production Phase (after producing Wool), you may return 1 Sheep to your player board to gain £15.

Strategy: Your herd needs space, so prioritise areas with few or no lochs.

Clan Mackintosh

Charles Macintosh, of Clan Mackintosh, partnered in the development of the hot blast furnace, an important breakthrough in the iron industry.

Blast Furnaces: Each of your Workers also operates a blast furnace in theme. As new factories appear nearby, they create demand for processed materials, increasing your earnings.

Every time you or another player deploys a Worker or a factory (Cheese Dairy, Bakery, or Distillery), you gain £3 if at least one of your Workers is adjacent to that unit. This applies to your starting Workers as well. You receive this bonus after the deployed unit and space have been paid.

Strategy: Prioritise deploying your Workers.

Clan MacLeod

Based in the Western Isles, Clan MacLeod had strong ties to maritime trade and shipbuilding, essential industries for their coastal territories.

You start with river-crossing.

Private Shipyards: During setup, in addition to your Starting tile, you receive four random, unused Port tiles placed face up. These represent your Private Shipyards. On your turn, you may activate a Private Shipyard as a free action. When you do, gain its Port bonus and flip the tile face down to show that Private Shipyard can no longer be used. Finally, gain a Building bonus.

Your Private Shipyards are not considered Port bonus tiles for any effects (e.g. Milestone 2).

Usage Limit: The number of used Private Shipyards cannot exceed the number of used Port bonus tiles (i.e. placed Port markers).

Port Tile 9: If you activate Port Tile 9 (from the base game) as one of your Private Shipyards, it allows you to gain the bonus of any other Private Shipyard you own even if you already used it.

Strategy: Secure valuable early-game Ports quickly to unlock your Private Shipyards as soon as possible.

Clan MacPherson

Known for their expertise in animal husbandry, Clan MacPherson played a key role in breeding Highland cattle and other livestock in the Scottish Highlands.

Breeding: After producing Goods at the end of the Production Phase, your animals may breed. For each animal type (Cows and Sheep), if you have 2 or more of the same type on neighbouring spaces, you may take one additional animal of that type (if available on your player board) and deploy it for free on the space of one of the parent animals. This new animal does not produce Goods this round as it is still a calf or lamb, but it will produce in future rounds.

Strategy: Prioritise Meat Export contracts early so you can return animals to your player board, ensuring you can continue using your breeding ability every round.

Clan Sinclair

Clan Sinclair's historical territories intersected with 19th-century railway lines, and figures like Robert Sinclair contributed to railway development. You excel in railroad-based expansion, allowing you to move efficiently across the landscape.

You start with river-crossing but cannot upgrade (or reduce) your Shipping.

Railroad Reach: When expanding, you may skip over spaces that are either empty or occupied by other players' units:

  1. Skipping Land Spaces
    • Pay £2 to skip exactly one land space (it does not have to be in a straight line). You may cross a river while doing so.
    • After skipping, gain a Bonus upgrade.
    • This ability cannot be used to expand into a space that is already within your normal reach.
  2. Skipping Loch Spaces
    • Skip any number of loch spaces, paying £2 per loch space skipped.
    • You may also use this ability to claim a Port (as a free action as normal).

Example: Clan Sinclair (red) may use their railroad reach to skip 1 land space to deploy a unit to A1 or A2 by spending £2, then gain their Bonus upgrade. Alternatively, they may spend £4 to skip two loch spaces and deploy a unit to A3.

Restrictions: You cannot combine both abilities (skipping land and lochs) to increase your reach nor to deploy a unit.

Settlement Scoring: All your units within 2 spaces of each other (not necessarily in a straight line) count as connected for scoring.

Bonus Upgrade Reminder: Bonus upgrades can be used to retrieve a Merchant from the Market instead of hiring a new one. This Clan's Bonus upgrade from expanding is part of the Expand action—you must take or forfeit the Bonus upgrade before using the Neighbourhood bonus, Farmers market, or Building bonus.

Strategy: Disrupt your opponents' plans on the game map and capitalise on the Neighbourhood bonus and Farmers market.

Iconography

The source legend is pictorial. Each entry below gives the meaning printed beside the icon; the pictograms themselves are not reproduced.

Units

  • Own unit / Any unit
  • Opponent unit
  • Free own unit
  • You / Opponent
  • Same unit on the map
  • Different unit on the map

Unit Deployment

  • Move unit
  • Deploy unit
  • Remove unit: put the unit back onto your player board
  • Skip space: skip over spaces that are empty or occupied (not necessarily in a straight line)

Map Icons

  • Ineligible space
  • Loch space
  • Central loch
  • River
  • Free space: the player can perform an Expand action without paying the land cost
  • Adjacent: the spaces are adjacent, and may have rivers between them
  • Neighbouring: the spaces are adjacent and there may be no rivers in between them
  • One or more spaces
  • One Settlement
  • Specific shape: the spaces must be in the shape indicated by the line
  • Shipping reach: the player units are reachable through their shipping level
  • Neighbourhood bonus / Farmers market

Numeric Icons

  • Pay / receive amount
  • Exact amount

Train Map

  • Ready Train
  • Exhausted Train
  • Exhausted

Scoring

  • Glory
  • Final Scoring
  • Milestone and delivery scoring

Generic Icons

  • Action
  • Production
  • Processing goods
  • Upgrade
  • Shipping
  • Merchant upgrade
  • Merchant
  • Market
  • Manipulate Market price
  • Unclaimed Port bonus tile
  • Claimed Port bonus tile
  • Building bonus
  • Fulfilled Export contract
  • Locked / Unlocked
  • Return to the box
  • Not / ignore
  • "-A B": discard A to obtain B

Automa Rulebook

The following is the official English Automa rulebook for Clans of Caledonia: Industria (version 2025-06-11-EN), included as part of this expansion's rules. Its numbered sections are the Automa's own and keep the printed numbering.

1. Automa Components

  • 22 Automa action cards
  • 10 Automa player aid cards
  • 4 Milestone cards
  • 9 Award cards
  • 1 Automa rulebook

Introduction

Clans of Caledonia: Industria Automa was designed to complement the simple "beat your own score" solo variant from the base game. Its goal is to provide the player with a similar experience to a multiplayer game. Thus, we focused on mimicking all interesting interactions and removed everything that we felt would make the Automa unnecessarily complex without enriching the experience. The Automa player aid cards remind you of the setup and of all major Automa rules.

The Automa can be used with any combination of the expansion modules. Some modules require altered rules for the Automa which are described in this rulebook. All other modules can be used without modifications.

Major changes for the Automa are:

  • The Automa manages money, but never has Goods in its stock.
  • It can fulfil contracts, but uses money for fulfilling instead of Goods.
  • It always gains a fixed monetary bonus when performing the trade action or using the Neighbourhood bonus or Farmers market.
  • In the Production phase, it gets additional money instead of Goods.
  • The Automa skips the scoring phase but gains a fixed amount of Glory per difficulty level at the end of the game.

The Automa typically earns significantly more money than the player which it requires to fulfil contracts.

The following rules assume the Automa is competing against a single human player. However, it can also be used in games with 2–3 human players. In such cases, minor adjustments are needed for the Award and Train modules.

2. Setup

The Automa uses a player board with all units and tokens as usual.

Follow the regular setup for the player count (1 Automa counts as 1 player), with the following modifications:

  1. Clans selection: The Automa doesn't have a Clan. You choose between two pairs of Clan tiles and Starting tiles.

  2. Automa player board: Roll the Goods die and place the Automa's Glory marker above the column of the player board with the unit that produces this Good.

  3. Prepare the Automa card deck: a. Sort all Automa action cards by the roman numeral depicted in their top left corner into 5 face-up decks. This numeral shows the round in which these cards are added to the Automa card deck. b. Shuffle the roman numeral I deck and place it face down next to the Automa player board. c. Place a £10 coin on each deck with the roman numerals II through V.

  4. Difficulty level: Choose your difficulty by placing an Automa Milestone marker on the respective row of the Automa difficulty card. The Automa gains the indicated money for the chosen difficulty level and +2 Shipping (1-loch shipping). Place the Automa difficulty card with the Milestone marker next to the Export board.

  5. Farmers markets: If you want to play with the Farmers markets, you choose where to place 2 Farmers markets in the map modules A & C or B & D. When you deploy your own starting Workers, there must be at least 2 spaces in between your starting Worker and any Farmers market. This does not apply to the Automa starting Workers.

  6. Automa starting Workers: Before you deploy your Workers, the Automa will deploy 1 Worker in each of the 4 map modules (A–D). It pays the cost for deploying these Workers using its starting money as usual (land plus Worker costs).

    For each map module, roll the Price die. A "+" deploys the Worker near the central loch; a "-" deploys the Worker near the Port. However, once a "+" or "-" has been rolled twice, the Automa's remaining Workers will be deployed so that it deploys 2 Workers near Ports and 2 Workers near the central loch (specifically, spaces containing the rocks showing the module letter).

    The Automa chooses a specific space in each map module with the following criteria in order of importance:

    a. A maximum land cost of 2 b. Nearest to the Port or central loch, as previously determined c. (for Ports only) Within shipping reach of the Port d. The cheapest land cost e. Choose randomly

After the Automa setup is completed, you deploy your 2 starting Workers.

3. Preparation Phase (Rounds 2 to 5)

During the Preparation Phase of rounds 2 to 5, add the £10 coin to the Automa's money from the top of the new Automa cards and shuffle the cards with the roman numeral matching the round number into the Automa card deck with all cards remaining from previous rounds.

4. Action Phase

4.1 Claim a Port Bonus

The Automa always claims a Port as soon as it becomes available in its reach. When it does, it places its marker on the Port and receives £10 instead of the depicted Port bonus.

4.2 Action Cards and Support Cards

At the start of each of the Automa's turns, draw 1 card from the Automa card deck and place it face up on the table. This card is called the Action card. Only look at the top section of this card; it depicts 1 to 4 Action icons.

The Automa attempts to perform the leftmost Action. If that is not possible (for example: it doesn't have enough money, or cannot otherwise meet that Action's requirements), it will perform the second leftmost Action depicted and so on. If the Automa cannot perform any Action depicted on the Action card, it Passes and receives the Passing bonus.

6 different Action icons can be shown on an Automa card: Skip Turn, Technology Upgrade, Trade, Export Contract, Upgrade and Expand.

When the Automa attempts to perform an Upgrade or Expand action, draw a new card from the Automa card deck. This card is called the Support card. Place it upside down, covering the bottom section of the Action card, so that the two cards match as shown. The Support card gives additional information on the action the Automa is attempting to perform.

Discard Automa cards once they are fully resolved. Whenever the Automa card deck is depleted before the end of a game round, shuffle all cards from the discard pile together and create a new deck.

4.3 Action Icons

4.3.1 Skip Turn

The Automa simply skips this turn and does nothing. It is then the turn of the next player. This does not make the Automa Pass.

However, if the Automa performs the Skip Turn action on an Action card (not Support card) that shows the icon on the right (described under 9.1 Other Icons), the card is permanently removed from the game and put back into the game box instead of being discarded.

4.3.2 Technology Upgrade

If the Automa has 3 or more Workers of the same type deployed and not upgraded, then it will pay £10 to upgrade this Worker technology by flipping the Technology tile on its player board.

If both Worker types fit this criterion, roll the Price die. If it shows a "+" symbol, the Automa upgrades its Woodcutters; if it shows a "-" symbol, it upgrades its Miners.

4.3.3 Trade

The Automa can only perform this Action if it has available Merchants and hasn't already traded all types of Goods.

Roll the Goods and Price die. The Automa trades the Good shown on the Goods die in the quantity shown on the Price die (up to the number of its available Merchants). If the Automa has already traded the Good shown, then it rerolls the Goods die until it shows a Good it hasn't traded yet this round.

If the price bracket of the traded Good is in the:

  • Upper price bracket: the Automa sells that Good
  • Medium price bracket: if the symbol on the Price die is "+" then the Automa buys that Good; if it's "-" then the Automa sells that Good
  • Lower price bracket: the Automa buys that Good

When buying or selling, the Automa places Merchants in the corresponding area of the Market board, adjusts the Price markers as usual, and gains exactly £1 per Merchant placed. It neither gains nor pays the money actually shown on the Market board.

Reminder: The Automa never has Goods in its stock. So it neither discards nor receives Basic or Processed Goods when trading on the Market.

4.3.4 Export Contract

If the Automa has an Export contract in its Export box tile, it will try to fulfil it. Otherwise, it will try to take a new Export contract from the Export board.

Fulfilling an Export Contract

The Automa must pay £5 for each Wool and £10 for each Processed Good and unit of Meat to fulfil its Export contract.

The Automa gains money as usual from imported Goods (the £1 bonus on the Scoring track) and any bonus money shown on the Export contract itself. If the Export contract has Bonus upgrades or a free space Expand bonus, the Automa gains £5 for each of these instead of receiving them.

Taking an Export Contract

The Automa receives or must pay money for taking an Export contract as usual depending on the current round.

It chooses the Export contract that best fits the following criteria in this order:

Rounds 1, 2, and 3

  1. The cheapest Export contract to fulfil – each Wool counts as £5, each Processed Good and unit of Meat counts as £10.
  2. If tied, the Export contract showing the highest total monetary bonus – in addition to any money bonus shown, Bonus upgrades and free spaces are worth £5 each.
  3. If still tied, choose randomly (ties can usually be resolved by rolling the Price die – "+/-" for ties of 2; "1/2/3" for ties of 3; or use the symbols on the Export board).

Note: You may find it convenient to sort the Export contracts by the Automa's preference.

Rounds 4 and 5

  1. The Export contract whose import Good is rarest on the Scoring track – treat any Export contracts on any human player's Export box as fulfilled for this purpose.

    Note: In case of ties: Cotton is the rarest, followed by Tobacco, then Sugar cane.

  2. If tied, the most expensive Export contract to fulfil – each Wool counts as £5, each Processed good and unit of Meat counts as £10.

  3. If still tied, pick randomly (as above).

In round 5 only, the Automa immediately fulfils an Export contract after taking it. Therefore, it only considers Export contracts it can afford (£15 to take + fulfilment cost). It then selects the one it can complete that best fits the criteria above.

4.3.5 Upgrade

If the Automa has fully upgraded either Merchants or Shipping, then it must spend £4 to upgrade the other one.

Otherwise, draw a card from the Automa deck and flip it as a Support card. The Automa must spend £4 to upgrade the icon depicted at the top-center of the Support card.

4.3.6 Expand

Draw a card from the Automa card deck and flip it as a Support card.

Example: In this example, the Automa is supposed to expand in map module D (per a Support card) where it currently only has the unit B. The Automa's units A & B are not connected. If the Automa had 1-loch Shipping, it would deploy the unit C1 to connect the Settlement of B with the Settlement of A even though C1 does not add a Settlement to B. If the Automa had only river-crossing, then it would not deploy in C1 since this would not connect unit A with unit B & C1. It would instead deploy a unit in C2 since this is the only free space in this map module that would add a Settlement to the Automa.

Map Modules

The highlighted green areas show on which map modules the Automa will try to expand.

Example: On the card shown, the Automa will try to expand on map module A.

Round 5 Exception

In round 5, the Automa always considers all four map modules and only expands if it can increase its total number of connected Settlements by at least 1 Settlement. So "Max Settlements" (see below) is the Automa's first expansion criterion no matter what the Support card indicates. The other criteria on the Support card are then applied as a tiebreaker.

Expansion Criteria

Important: Throughout this section, the Automa will only consider space and unit combinations that it can afford and has the available units to deploy. Spaces that the Automa cannot deploy onto for any reason are ignored. Reasons for that could be: the space is out of reach, is too expensive, or no unit could be deployed on that terrain.

The Automa will expand onto a space that meets the topmost criterion on the Support card. If multiple spaces equally fit that criterion, then apply the second criterion to those spaces, and so on until only one space is possible. If no spaces meet the criterion, then likewise apply the second criterion, and so on.

If multiple spaces equally fit all 4 criteria, use the Price die to randomly determine one of them.

Criteria that can appear on a Support card are:

  • Max Settlements: The Automa chooses a space to maximise its number of Settlements. These are the Automa's priorities in order of importance:
    1. It tries to connect two groups of Settlements that were disconnected.
    2. It tries to add a new Settlement to a group of connected Settlements.
  • Min Costs: The Automa chooses the cheapest space where it can deploy a unit.
  • Max Neighbourhood Bonus / Farmers Markets: The Automa picks a space where it would trade the most Goods through the Neighbourhood bonus or Farmers market (if playing with that module). As usual, it can trade only up to its number of available Merchants. (See below section Neighbourhood Bonus / Farmers Market.)
  • Port Tile: The Automa picks a space that would get it into reach of the Port tile that it hasn't claimed yet in the indicated map modules. It then claims the Port and gains £10. If the Automa already has claimed that Port, it skips this expansion criterion.

Example: When drawing this Support card, the Automa only considers spaces on the map module B. It first tries to reach a new Port tile. If several spaces get the Automa to reach a Port tile, it then considers going for the cheapest space among these. If there are several spaces that are equally cheap and that get the Automa into reach of a Port tile, it then goes for Settlements. If some spaces are still tied, it goes for the space where it can trade the most Goods from Neighbourhood bonus/Farmers market.

Note: In the beginning, you might want to follow the process described above strictly. After a bit of practice, you can shorten the process by checking on which kind of spaces the Automa cannot deploy anyway. For instance, if the Automa has no Woodcutters on the player board, it can't deploy on spaces with forest only, so you can ignore such spaces.

Choose a Unit

If only 1 type of unit can be deployed on the chosen space, the Automa pays the land and unit costs and deploys that unit.

If several types of units could be deployed on the chosen space, the number at the top right of the Support card is used to choose. Move the Automa's Glory marker as many steps to the right as the number shown. Workers count as just one step and are immediately followed in order by Sheep on the left side of the board. Skip any unit type for which all units are deployed.

The Automa picks the unit below the Glory marker. If the Glory marker ends up above a unit type that cannot be deployed on the chosen space (either because of terrain or cost), move it to the right to the next unit type that can be deployed.

If the Automa picks Workers and either a Woodcutter or a Miner can be deployed, it tries to deploy an upgraded Worker first. In case of a tie, roll the Price die ("+" for Woodcutter, "-" for Miner).

The Automa pays the land and unit costs and deploys the chosen unit on the chosen space.

Example: +4 in this Expand Action means the Automa tries to deploy a Field. +7 would mean the Automa tries to deploy a Sheep.

Neighbourhood Bonus / Farmers Market

Unlike the Automa Trade action, the Automa can buy/sell a Good of a type it has already bought/sold this round. However, the Automa still cannot place Merchants on both "buy" and "sell" for the same Good. Thus, it will ignore the Neighbourhood bonus and Farmers market for Goods it cannot resolve.

The Automa earns exactly £3 per Merchant (instead of the £1 for a normal trade) when trading via Neighbourhood bonus and Farmers markets.

Example: The Automa sells 2 units of Whisky to a Farmers market and thus earns 2 x £3 = £6. It places two Merchants on the Market board and adjusts the price as normal.

Neighbourhood bonus: When the Automa expands on a space where it would be able to use the Neighbourhood bonus to buy Goods, it buys a number of Goods based on the price brackets the Goods are in:

  • Upper price bracket: the Automa doesn't buy.
  • Medium price bracket: the Automa buys up to 2 units of that Good (depending on the number of available Merchants).
  • Lower price bracket: the Automa buys up to 4 units of that Good (depending on the number of available Merchants).

If the Automa can buy several types of Goods, it buys the Good whose Price marker is lowest on the Market track. If several Goods still qualify, choose randomly.

Farmers market: When the Automa expands on a space where it would be able to use the Farmers market to sell Goods, it sells Goods according to the reversed logic of the Neighbourhood bonus.

  • Upper price bracket: the Automa sells up to 4 units of that Good (depending on the number of available Merchants).
  • Medium price bracket: the Automa sells up to 2 units of that Good (depending on the number of available Merchants).
  • Lower price bracket: the Automa doesn't sell.

If the Automa can sell several types of Goods, it sells the Good whose Price marker is highest on the Market track. If several Goods still qualify, choose randomly.

5. Production Phase

In the Production phase, the Automa receives money from Workers as usual. The Automa never gains any Basic or Processed Goods, but instead receives £5 per income icon shown. It does not need Cows nor Fields to gain income from Cheese dairies, Bakeries, and Distilleries.

Example: A Field earns £10 in each Production phase since its production capacity is 2. A Bakery earns £5 in each Production phase no matter if the Automa has any Fields or not.

6. Scoring Phase

The Automa does not score any Glory for Scoring tiles in the Scoring phase.

7. Final Scoring

7.1 Glory, Money and Goods Scoring

The Automa scores between 10 and 50 Glory based on the difficulty level chosen at the start of the game. The Automa gains VP as usual for Glory, hops and rare import Goods.

For money, it scores 1 VP per £5 in stock (instead of 1 VP per £10).

7.2 Export Scoring

The player/Automa who fulfilled the most Export contracts gains 8 VP as usual.

The second best gains 4 VP if they fulfilled exactly one Export contract less, and 0 VP otherwise. In case of a tie, both player/Automa gain 4 VP as usual.

7.3 Settlement Scoring

The player/Automa with the most connected Settlements gains 12 VP as usual.

The second best gains 6 VP if they have 1 or 2 fewer connected Settlements, and 0 VP otherwise. In case of a tie, both player/Automa get 6 VP as usual.

8. Expansion Modules

8.1 Awards

Setup: You draw one Award card and place it below the 5th Scoring tile.

The goals on these cards are identical to the multiplayer Award tiles (check the appendix in the main Industria rulebook for Award clarifications), however they are scored differently. Instead of an opponent, you compare how much of the goal you've achieved against the card to score 4 VP, 0 VP, or even lose 4 VP.

The Automa does not score any VP from Awards.

Variant: 2 or more Human Players vs. 1 Automa. The Automa still scores Glory based on the chosen difficulty level (see above). Use only the Award tiles as in a standard multiplayer game, disregarding the Automa when determining player count. The Automa does not participate in the Award scoring.

8.2 Train Map

Setup: Instead of using the standard Milestones, place the Automa milestone cards on the matching Milestone areas of the Train map.

Actions

The Automa doesn't have any Trains and doesn't perform any Actions related to the Train map.

After you deliver to a location (and gain its Delivery bonus), discard its Delivery bonus tile. This means you can deliver to each location only once.

Final scoring

The Automa scores VP based on the chosen difficulty level when using the Train module, namely between 10 and 50 VP. You gain VP from claiming Milestones based on the round during which you claim them: 10/8/6/4/2 VP for rounds 1/2/3/4/5.

Variant: 2 or more Human Players vs. 1 Automa. With 2 human players, use the 2-player side of the Train map and play the Train module as a standard 2-player game. With 3 human players, use the 3–4 player side of the Train map and play it as a standard 3-player game. The Automa still scores VP based on the chosen difficulty level (see above).

9. Iconography

9.1 Icons

The source legend is pictorial. Each entry gives the meaning printed beside the icon.

Action Icons

  • The Automa skips its turn. (Skip Turn)
  • Technology upgrade if 3+ deployed Workers of same type. (Tech Upgrade)
  • Trade if available Merchants. (Trade)
  • The Automa takes or fulfils an Export contract. In round V, it takes an Export contract and immediately fulfils it in the same turn. (Export Contract)
  • Upgrade Shipping or hire a Merchant. (Upgrade)
  • Expand action. (Expand)

Expansion Criteria

  • Automa attempts to expand in map module A or D.
  • Automa deploys onto a space that adds the most to the number of connected Settlements in the cluster in which the Automa expands.
  • Automa deploys onto a space with the lowest cost.
  • Automa maximises revenue from Neighbourhood bonus or Farmers markets.
  • Automa deploys onto a space within reach of a Port tile. If successful, Automa places its Port marker on the Port and gains £10 immediately.

Other Icons

  • I, II, III, IV, V: indicates in which round the card is added to the Automa card deck.
  • Remove this card permanently from the game after one successful use as an Action card (not as Support card) and place it back in the game box.
  • Automa pays £4 and upgrades their Shipping level by 1 step.
  • Automa pays £4 and hires 1 Merchant.
  • Random or tiebreaker.
  • Number of steps that the Glory marker moves above the Automa's player board when an Expand action's unit type is tied.

9.2 Automa Turn Overview

The turn overview is pictorial: the six Action icons (Skip Turn, Tech Upgrade, Trade, Export Contract, Upgrade, Expand), with Draw a Support Card on the Expand and Upgrade actions, as described in section 4.2.

  • 5.4.6 Adjusted Setup for 2-Player Game
  • Clan MacPherson
  • Clan Sinclair
  • 9. Iconography
  • Gain £15 and a Building bonus.
  • Gain £5 and 2 Upgrades.
  • Gain £15, place an available Merchant on any empty space (even out of reach), and pay the land cost to reserve it. The Merchant is not a unit, and you don't own the space for Round scoring, Milestones, or Expanding. When you later deploy a unit there (must be in reach), the land cost is free, and you get the Merchant back into your stock.
  • Take a Trade action to sell up to 4 units of 1 Good type and gain £6 extra per unit sold.
  • Place 3 Merchants in a single buy or sell area on the Market board without buying or selling Goods to gain £20. Move the Price markers accordingly.
  • Place Merchants on the Market board to "buy" up to 2 Goods for free (may be the same or different) that you immediately use to fulfil your Export contract. Move the Price markers accordingly. Reminder: Clan Stewart gains £1 for each type of good traded.
  • Fulfil an Export contract (paying the Goods as normal) and gain £6 per per Cotton, Tobacco or Sugar cane on that Export contract.
  • Return 1 Field to your player board to fulfil an Export contract in your Export box without paying any of the required Goods or Meat.
  • Note: Any Worker within reach of a Port claims it immediately – place the Automa's Port marker on the Port, and it receives £10 instead of the actual Port bonus.

  • Turn order: The Automa is last in round 1. The following rounds are in usual Passing order.